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godot-docs/classes/class_light2d.rst
2023-02-23 14:11:39 +01:00

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Light2D.xml.
.. _class_Light2D:
Light2D
=======
**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Inherited By:** :ref:`DirectionalLight2D<class_DirectionalLight2D>`, :ref:`PointLight2D<class_PointLight2D>`
Casts light in a 2D environment.
.. rst-class:: classref-introduction-group
Description
-----------
Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
.. rst-class:: classref-introduction-group
Tutorials
---------
- :doc:`2D lights and shadows <../tutorials/2d/2d_lights_and_shadows>`
.. rst-class:: classref-reftable-group
Properties
----------
.. table::
:widths: auto
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`BlendMode<enum_Light2D_BlendMode>` | :ref:`blend_mode<class_Light2D_property_blend_mode>` | ``0`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`Color<class_Color>` | :ref:`color<class_Light2D_property_color>` | ``Color(1, 1, 1, 1)`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`bool<class_bool>` | :ref:`editor_only<class_Light2D_property_editor_only>` | ``false`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`bool<class_bool>` | :ref:`enabled<class_Light2D_property_enabled>` | ``true`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`float<class_float>` | :ref:`energy<class_Light2D_property_energy>` | ``1.0`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`int<class_int>` | :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>` | ``1`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`int<class_int>` | :ref:`range_layer_max<class_Light2D_property_range_layer_max>` | ``0`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`int<class_int>` | :ref:`range_layer_min<class_Light2D_property_range_layer_min>` | ``0`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`int<class_int>` | :ref:`range_z_max<class_Light2D_property_range_z_max>` | ``1024`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`int<class_int>` | :ref:`range_z_min<class_Light2D_property_range_z_min>` | ``-1024`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`Color<class_Color>` | :ref:`shadow_color<class_Light2D_property_shadow_color>` | ``Color(0, 0, 0, 0)`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`bool<class_bool>` | :ref:`shadow_enabled<class_Light2D_property_shadow_enabled>` | ``false`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` | :ref:`shadow_filter<class_Light2D_property_shadow_filter>` | ``0`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`float<class_float>` | :ref:`shadow_filter_smooth<class_Light2D_property_shadow_filter_smooth>` | ``0.0`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`int<class_int>` | :ref:`shadow_item_cull_mask<class_Light2D_property_shadow_item_cull_mask>` | ``1`` |
+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
.. rst-class:: classref-reftable-group
Methods
-------
.. table::
:widths: auto
+---------------------------+-------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_height<class_Light2D_method_get_height>` **(** **)** |const| |
+---------------------------+-------------------------------------------------------------------------------------------------+
| void | :ref:`set_height<class_Light2D_method_set_height>` **(** :ref:`float<class_float>` height **)** |
+---------------------------+-------------------------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Enumerations
------------
.. _enum_Light2D_ShadowFilter:
.. rst-class:: classref-enumeration
enum **ShadowFilter**:
.. _class_Light2D_constant_SHADOW_FILTER_NONE:
.. rst-class:: classref-enumeration-constant
:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_NONE** = ``0``
No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
.. _class_Light2D_constant_SHADOW_FILTER_PCF5:
.. rst-class:: classref-enumeration-constant
:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_PCF5** = ``1``
Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
.. _class_Light2D_constant_SHADOW_FILTER_PCF13:
.. rst-class:: classref-enumeration-constant
:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_PCF13** = ``2``
Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtering mode, and should be used sparingly. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
.. rst-class:: classref-item-separator
----
.. _enum_Light2D_BlendMode:
.. rst-class:: classref-enumeration
enum **BlendMode**:
.. _class_Light2D_constant_BLEND_MODE_ADD:
.. rst-class:: classref-enumeration-constant
:ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_ADD** = ``0``
Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.
.. _class_Light2D_constant_BLEND_MODE_SUB:
.. rst-class:: classref-enumeration-constant
:ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_SUB** = ``1``
Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
.. _class_Light2D_constant_BLEND_MODE_MIX:
.. rst-class:: classref-enumeration-constant
:ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_MIX** = ``2``
Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Property Descriptions
---------------------
.. _class_Light2D_property_blend_mode:
.. rst-class:: classref-property
:ref:`BlendMode<enum_Light2D_BlendMode>` **blend_mode** = ``0``
.. rst-class:: classref-property-setget
- void **set_blend_mode** **(** :ref:`BlendMode<enum_Light2D_BlendMode>` value **)**
- :ref:`BlendMode<enum_Light2D_BlendMode>` **get_blend_mode** **(** **)**
The Light2D's blend mode. See :ref:`BlendMode<enum_Light2D_BlendMode>` constants for values.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_color:
.. rst-class:: classref-property
:ref:`Color<class_Color>` **color** = ``Color(1, 1, 1, 1)``
.. rst-class:: classref-property-setget
- void **set_color** **(** :ref:`Color<class_Color>` value **)**
- :ref:`Color<class_Color>` **get_color** **(** **)**
The Light2D's :ref:`Color<class_Color>`.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_editor_only:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **editor_only** = ``false``
.. rst-class:: classref-property-setget
- void **set_editor_only** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_editor_only** **(** **)**
If ``true``, Light2D will only appear when editing the scene.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **enabled** = ``true``
.. rst-class:: classref-property-setget
- void **set_enabled** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_enabled** **(** **)**
If ``true``, Light2D will emit light.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_energy:
.. rst-class:: classref-property
:ref:`float<class_float>` **energy** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_energy** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_energy** **(** **)**
The Light2D's energy value. The larger the value, the stronger the light.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_range_item_cull_mask:
.. rst-class:: classref-property
:ref:`int<class_int>` **range_item_cull_mask** = ``1``
.. rst-class:: classref-property-setget
- void **set_item_cull_mask** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_item_cull_mask** **(** **)**
The layer mask. Only objects with a matching :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>` will be affected by the Light2D. See also :ref:`shadow_item_cull_mask<class_Light2D_property_shadow_item_cull_mask>`, which affects which objects can cast shadows.
\ **Note:** :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>` is ignored by :ref:`DirectionalLight2D<class_DirectionalLight2D>`, which will always light a 2D node regardless of the 2D node's :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>`.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_range_layer_max:
.. rst-class:: classref-property
:ref:`int<class_int>` **range_layer_max** = ``0``
.. rst-class:: classref-property-setget
- void **set_layer_range_max** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_layer_range_max** **(** **)**
Maximum layer value of objects that are affected by the Light2D.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_range_layer_min:
.. rst-class:: classref-property
:ref:`int<class_int>` **range_layer_min** = ``0``
.. rst-class:: classref-property-setget
- void **set_layer_range_min** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_layer_range_min** **(** **)**
Minimum layer value of objects that are affected by the Light2D.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_range_z_max:
.. rst-class:: classref-property
:ref:`int<class_int>` **range_z_max** = ``1024``
.. rst-class:: classref-property-setget
- void **set_z_range_max** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_z_range_max** **(** **)**
Maximum ``z`` value of objects that are affected by the Light2D.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_range_z_min:
.. rst-class:: classref-property
:ref:`int<class_int>` **range_z_min** = ``-1024``
.. rst-class:: classref-property-setget
- void **set_z_range_min** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_z_range_min** **(** **)**
Minimum ``z`` value of objects that are affected by the Light2D.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_shadow_color:
.. rst-class:: classref-property
:ref:`Color<class_Color>` **shadow_color** = ``Color(0, 0, 0, 0)``
.. rst-class:: classref-property-setget
- void **set_shadow_color** **(** :ref:`Color<class_Color>` value **)**
- :ref:`Color<class_Color>` **get_shadow_color** **(** **)**
:ref:`Color<class_Color>` of shadows cast by the Light2D.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_shadow_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **shadow_enabled** = ``false``
.. rst-class:: classref-property-setget
- void **set_shadow_enabled** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_shadow_enabled** **(** **)**
If ``true``, the Light2D will cast shadows.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_shadow_filter:
.. rst-class:: classref-property
:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **shadow_filter** = ``0``
.. rst-class:: classref-property-setget
- void **set_shadow_filter** **(** :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` value **)**
- :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **get_shadow_filter** **(** **)**
Shadow filter type. See :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` for possible values.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_shadow_filter_smooth:
.. rst-class:: classref-property
:ref:`float<class_float>` **shadow_filter_smooth** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_shadow_smooth** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_shadow_smooth** **(** **)**
Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. :ref:`shadow_filter_smooth<class_Light2D_property_shadow_filter_smooth>` only has an effect if :ref:`shadow_filter<class_Light2D_property_shadow_filter>` is :ref:`SHADOW_FILTER_PCF5<class_Light2D_constant_SHADOW_FILTER_PCF5>` or :ref:`SHADOW_FILTER_PCF13<class_Light2D_constant_SHADOW_FILTER_PCF13>`.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_property_shadow_item_cull_mask:
.. rst-class:: classref-property
:ref:`int<class_int>` **shadow_item_cull_mask** = ``1``
.. rst-class:: classref-property-setget
- void **set_item_shadow_cull_mask** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_item_shadow_cull_mask** **(** **)**
The shadow mask. Used with :ref:`LightOccluder2D<class_LightOccluder2D>` to cast shadows. Only occluders with a matching :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>` will cast shadows. See also :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>`, which affects which objects can *receive* the light.
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Method Descriptions
-------------------
.. _class_Light2D_method_get_height:
.. rst-class:: classref-method
:ref:`float<class_float>` **get_height** **(** **)** |const|
Returns the light's height, which is used in 2D normal mapping. See :ref:`PointLight2D.height<class_PointLight2D_property_height>` and :ref:`DirectionalLight2D.height<class_DirectionalLight2D_property_height>`.
.. rst-class:: classref-item-separator
----
.. _class_Light2D_method_set_height:
.. rst-class:: classref-method
void **set_height** **(** :ref:`float<class_float>` height **)**
Sets the light's height, which is used in 2D normal mapping. See :ref:`PointLight2D.height<class_PointLight2D_property_height>` and :ref:`DirectionalLight2D.height<class_DirectionalLight2D_property_height>`.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`